Difference between revisions of "Client Patch 1.25.11"

(Patch notes for Ultima Online Client Patch 1.25.11 (October 10th, 1997))
 
m
Line 1: Line 1:
__NOTOC__
+
{{Client Patch
This patch was for the 2D client.
+
|client=2d
 
+
|date=October 10, 1997
==Date==
+
|patchnotes=The Latest Patch:
October 10th, 1997
+
* Counselors
 
+
** Are able to hear ghosts.
==Patch Notes==
+
** Now get a light source.
The Latest Patch:
+
** Log out instantly regardless of location
 
+
** Are set to neutral notoriety  
*Counselors
+
* Items
**are able to hear ghosts.
+
** Cleavers now work as bladed items (you can chop and carve with them).
**now get a light source.
+
** Scissors are now sold by weavers.
**log out instantly regardless of location
+
** Various new shop deeds are available, with larger spaces, counters, internal l ockable storage rooms, and other anti-theft and crowd-control layouts.
**are set to neutral notoriety  
+
** The "hint" message for bladed items will only come up when you use the item in correctly.
*Items
+
** Chess, checkers, backgammon, and dice sets should now be sold in shops.
**Cleavers now work as bladed items (you can chop and carve with them).
+
** Communication crystals should work while in your backpack.  
**Scissors are now sold by weavers.
+
* Pets and hirelings:
**Various new shop deeds are available, with larger spaces, counters, internal l ockable storage rooms, and other anti-theft and crowd-control layouts.
+
** Hirelings now destroy their equipment on death (this leaves them naked, but re solves an exploitation problem).
**The "hint" message for bladed items will only come up when you use the item in correctly.
+
** Hirelings now give the correct amount of days they will work when you pay them twice in a row.
**Chess, checkers, backgammon, and dice sets should now be sold in shops.
+
** The problem with your horse's name showing at the character select window is f ixed.
**Communication crystals should work while in your backpack.  
+
** A new pet command, "transfer," was added. This completely transfers loyalty fr om one boss to another. This should be used to sell pets to other players, rather than "friend," which merely adds an additional master.
*Pets and hirelings:
+
** Animal trainers now understand the word "stable." They will charge you 30gp fr om your bank account to stable a pet, and will keep it safely (unless they are killed) and well-fed even while you are logged out. The word "claim" will retrieve all pets y ou have at a given animal trainer.
**Hirelings now destroy their equipment on death (this leaves them naked, but re solves an exploitation problem).
+
** Horses truly buck you off when they run out of loyalty (no "ghost horse" is le ft behind).  
**Hirelings now give the correct amount of days they will work when you pay them twice in a row.
+
* Notoriety:
**The problem with your horse's name showing at the character select window is f ixed.
+
** When clicking on someone, their name appears red, gray, or blue, depending on the following:
**A new pet command, "transfer," was added. This completely transfers loyalty fr om one boss to another. This should be used to sell pets to other players, rather than "friend," which merely adds an additional master.
+
*** If performing a bad action such as theft, attack, or snooping would lower yo ur notoriety, they show in blue
**Animal trainers now understand the word "stable." They will charge you 30gp fr om your bank account to stable a pet, and will keep it safely (unless they are killed) and well-fed even while you are logged out. The word "claim" will retrieve all pets y ou have at a given animal trainer.
+
*** If performing such an action on them would improve your notoriety, the name shows in red
**Horses truly buck you off when they run out of loyalty (no "ghost horse" is le ft behind).  
+
*** If it would have no effect on your notoriety, it shows in gray  
*Notoriety:
+
** We fixed a problem whereby you could never regain good standing after crossing a threshold of being evil.
**When clicking on someone, their name appears red, gray, or blue, depending on the following:
+
** We corrected a problem whereby attacking untame but tamable animals affected y our notoriety and could result in guards being called.
***if performing a bad action such as theft, attack, or snooping would lower yo ur notoriety, they show in blue
+
** The 1/100 chance of notoriety increase has been removed, since there is now a notoriety time cap on improvement.
***if performing such an action on them would improve your notoriety, the name shows in red
+
** We regularized the notoriety title scale; this may result in your title having changed by one stage from what it was previously.  
***if it would have no effect on your notoriety, it shows in gray  
+
* Economy:
**We fixed a problem whereby you could never regain good standing after crossing a threshold of being evil.
+
** Adjusted code related to item pricing.
**We corrected a problem whereby attacking untame but tamable animals affected y our notoriety and could result in guards being called.
+
** Adjusted the target stock calculation for shops.
**The 1/100 chance of notoriety increase has been removed, since there is now a notoriety time cap on improvement.
+
** Lowered base prices of all types of bows.  
**We regularized the notoriety title scale; this may result in your title having changed by one stage from what it was previously.  
+
* Creatures and Ecology:
*Economy:
+
** Reagent frequency has been increased.
**Adjusted code related to item pricing.
+
** Dungeon spawn rate has been increased.
**Adjusted the target stock calculation for shops.
+
** Guards will now appear in banks.
**Lowered base prices of all types of bows.  
+
** Architects are a little more common.
*Creatures and Ecology:
+
** Corpsers and reapers are little rarer.
**Reagent frequency has been increased.
+
** Guards will now tend to stay put around their post, rather than wandering off. This means no more guards in the woods except right near guardposts.
**Dungeon spawn rate has been increased.
+
** Orcs, trolls, ettins, lizardmen, ratmen, orc captains, harpies, liches, mongba ts, headless, and daemons all loot now.  
**Guards will now appear in banks.
+
* Skills:
**Architects are a little more common.
+
** An exploit to quickly raise the skill was fixed in lumberjacking.
**Corpsers and reapers are little rarer.
+
** Failure at lumberjacking ruins some of the wood.
**Guards will now tend to stay put around their post, rather than wandering off. This means no more guards in the woods except right near guardposts.
+
** Adjusted the list of skills shown when you ask to train with an NPC.
**Orcs, trolls, ettins, lizardmen, ratmen, orc captains, harpies, liches, mongba ts, headless, and daemons all loot now.  
+
** Inscribe doesn't copy the scroll if you lack the reagents.
*Skills:
+
** We removed an extra and erroneous hunger report in animal lore when it was use d on pets.
**An exploit to quickly raise the skill was fixed in lumberjacking.
+
** The word "lumberjacking" now works to train in lumberjacking. (It used to only take "lumberjack" and "woodcutting").  
**Failure at lumberjacking ruins some of the wood.
+
* Spells and Scrolls:
**Adjusted the list of skills shown when you ask to train with an NPC.
+
** Scrolls will now cost mana: 1/2 the mana of a regular spell.
**Inscribe doesn't copy the scroll if you lack the reagents.
+
** Scrolls will only be usable by people who have mastered spells of at least two circles below.  
**We removed an extra and erroneous hunger report in animal lore when it was use d on pets.
+
* Miscellaneous:
**The word "lumberjacking" now works to train in lumberjacking. (It used to only take "lumberjack" and "woodcutting").  
+
** Humanoid spellcasters such as liches, mages, etc, have an increased chance of having magic items. Magic items on other other creatures are correspondingly reduced.
*Spells and Scrolls:
+
** Strange cursor items no longer appear in chests.
**Scrolls will now cost mana: 1/2 the mana of a regular spell.
+
** Several doors that didn't have sounds now do.
**Scrolls will only be usable by people who have mastered spells of at least two circles below.  
+
** Various stability fixes were made.
*Miscellaneous:
+
** Removed hanging chainmail from quest items.
**Humanoid spellcasters such as liches, mages, etc, have an increased chance of having magic items. Magic items on other other creatures are correspondingly reduced.
+
** Various map bugs were fixed.
**Strange cursor items no longer appear in chests.
+
** Found a way in which players obtained the wrong death robe.  
**Several doors that didn't have sounds now do.
+
* Client patch:
**Various stability fixes were made.
+
** Container windows will have open and close sounds.
**Removed hanging chainmail from quest items.
+
** The problems many had with windows such as the skills window or paperdoll not opening when you tried to open them will be fixed. This occurred when you closed the c lient with windows partially offscreen.
**Various map bugs were fixed.
+
** Some problems with friend notification were ironed out.
**Found a way in which players obtained the wrong death robe.  
+
** Shopkeeper status window maximizing when you bought or sold is fixed.
*Client patch:
+
** Ghost movement has been adjusted to restrict their movement a little more.  
**Container windows will have open and close sounds.
+
}}
**The problems many had with windows such as the skills window or paperdoll not opening when you tried to open them will be fixed. This occurred when you closed the c lient with windows partially offscreen.
+
**Some problems with friend notification were ironed out.
+
**Shopkeeper status window maximizing when you bought or sold is fixed.
+
**Ghost movement has been adjusted to restrict their movement a little more.  
+
 
+
==See Also==
+
* [[List of 2D Client Patches]]
+
 
+
[[Category:Client Patches]]
+

Revision as of 08:43, 24 May 2011

ERROR: Must supply client code.

Statistics

  • Date: October 10, 1997
  • Size: Unknown
  • Notes: None

Patch Notes

The Latest Patch:

  • Counselors
    • Are able to hear ghosts.
    • Now get a light source.
    • Log out instantly regardless of location
    • Are set to neutral notoriety
  • Items
    • Cleavers now work as bladed items (you can chop and carve with them).
    • Scissors are now sold by weavers.
    • Various new shop deeds are available, with larger spaces, counters, internal l ockable storage rooms, and other anti-theft and crowd-control layouts.
    • The "hint" message for bladed items will only come up when you use the item in correctly.
    • Chess, checkers, backgammon, and dice sets should now be sold in shops.
    • Communication crystals should work while in your backpack.
  • Pets and hirelings:
    • Hirelings now destroy their equipment on death (this leaves them naked, but re solves an exploitation problem).
    • Hirelings now give the correct amount of days they will work when you pay them twice in a row.
    • The problem with your horse's name showing at the character select window is f ixed.
    • A new pet command, "transfer," was added. This completely transfers loyalty fr om one boss to another. This should be used to sell pets to other players, rather than "friend," which merely adds an additional master.
    • Animal trainers now understand the word "stable." They will charge you 30gp fr om your bank account to stable a pet, and will keep it safely (unless they are killed) and well-fed even while you are logged out. The word "claim" will retrieve all pets y ou have at a given animal trainer.
    • Horses truly buck you off when they run out of loyalty (no "ghost horse" is le ft behind).
  • Notoriety:
    • When clicking on someone, their name appears red, gray, or blue, depending on the following:
      • If performing a bad action such as theft, attack, or snooping would lower yo ur notoriety, they show in blue
      • If performing such an action on them would improve your notoriety, the name shows in red
      • If it would have no effect on your notoriety, it shows in gray
    • We fixed a problem whereby you could never regain good standing after crossing a threshold of being evil.
    • We corrected a problem whereby attacking untame but tamable animals affected y our notoriety and could result in guards being called.
    • The 1/100 chance of notoriety increase has been removed, since there is now a notoriety time cap on improvement.
    • We regularized the notoriety title scale; this may result in your title having changed by one stage from what it was previously.
  • Economy:
    • Adjusted code related to item pricing.
    • Adjusted the target stock calculation for shops.
    • Lowered base prices of all types of bows.
  • Creatures and Ecology:
    • Reagent frequency has been increased.
    • Dungeon spawn rate has been increased.
    • Guards will now appear in banks.
    • Architects are a little more common.
    • Corpsers and reapers are little rarer.
    • Guards will now tend to stay put around their post, rather than wandering off. This means no more guards in the woods except right near guardposts.
    • Orcs, trolls, ettins, lizardmen, ratmen, orc captains, harpies, liches, mongba ts, headless, and daemons all loot now.
  • Skills:
    • An exploit to quickly raise the skill was fixed in lumberjacking.
    • Failure at lumberjacking ruins some of the wood.
    • Adjusted the list of skills shown when you ask to train with an NPC.
    • Inscribe doesn't copy the scroll if you lack the reagents.
    • We removed an extra and erroneous hunger report in animal lore when it was use d on pets.
    • The word "lumberjacking" now works to train in lumberjacking. (It used to only take "lumberjack" and "woodcutting").
  • Spells and Scrolls:
    • Scrolls will now cost mana: 1/2 the mana of a regular spell.
    • Scrolls will only be usable by people who have mastered spells of at least two circles below.
  • Miscellaneous:
    • Humanoid spellcasters such as liches, mages, etc, have an increased chance of having magic items. Magic items on other other creatures are correspondingly reduced.
    • Strange cursor items no longer appear in chests.
    • Several doors that didn't have sounds now do.
    • Various stability fixes were made.
    • Removed hanging chainmail from quest items.
    • Various map bugs were fixed.
    • Found a way in which players obtained the wrong death robe.
  • Client patch:
    • Container windows will have open and close sounds.
    • The problems many had with windows such as the skills window or paperdoll not opening when you tried to open them will be fixed. This occurred when you closed the c lient with windows partially offscreen.
    • Some problems with friend notification were ironed out.
    • Shopkeeper status window maximizing when you bought or sold is fixed.
    • Ghost movement has been adjusted to restrict their movement a little more.

See Also

ERROR: Must supply client code.